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Changing the way games are made and played.

Zap::ClientGame class Reference

Zap::ClientGame Class Reference

#include <game.h>

Inheritance diagram for Zap::ClientGame:

Zap::Game

Public Member Functions

 ClientGame (const Address &bindAddress)
bool hasValidControlObject ()
bool isConnectedToServer ()
F32 getCommanderZoomFraction ()
Point worldToScreenPoint (Point p)
void setConnectionToServer (GameConnection *connection)
void drawStars (F32 alphaFrac, Point cameraPos, Point visibleExtent)
GameConnection * getConnectionToServer ()
void render ()
void renderNormal ()
void renderCommander ()
bool isServer ()
void idle (U32 timeDelta)
void zoomCommanderMap ()
Point computePlayerVisArea (Ship *player)

Private Types

enum  { NumStars = 256 }
enum  { CommanderMapZoomTime = 350 }

Private Attributes

Point mStars [NumStars]
Rect mWorldBounds
SafePtr< GameConnection > mConnectionToServer
bool mInCommanderMap
U32 mCommanderZoomDelta

Member Enumeration Documentation

anonymous enum [private]
 

Enumeration values:
NumStars 

anonymous enum [private]
 

Enumeration values:
CommanderMapZoomTime 


Constructor & Destructor Documentation

Zap::ClientGame::ClientGame (  const Address &  bindAddress  ) 
 


Member Function Documentation

bool Zap::ClientGame::hasValidControlObject (   ) 
 

bool Zap::ClientGame::isConnectedToServer (   ) 
 

F32 Zap::ClientGame::getCommanderZoomFraction (   )  [inline]
 

Point Zap::ClientGame::worldToScreenPoint (  Point  p  ) 
 

void Zap::ClientGame::setConnectionToServer (  GameConnection *  connection  ) 
 

void Zap::ClientGame::drawStars (  F32  alphaFrac,
Point  cameraPos,
Point  visibleExtent
) 
 

GameConnection* Zap::ClientGame::getConnectionToServer (   ) 
 

void Zap::ClientGame::render (   ) 
 

void Zap::ClientGame::renderNormal (   ) 
 

void Zap::ClientGame::renderCommander (   ) 
 

bool Zap::ClientGame::isServer (   )  [inline, virtual]
 

Implements Zap::Game.

void Zap::ClientGame::idle (  U32  timeDelta  )  [virtual]
 

Implements Zap::Game.

void Zap::ClientGame::zoomCommanderMap (   ) 
 

Point Zap::ClientGame::computePlayerVisArea (  Ship *  player  ) 
 


Field Documentation

Point Zap::ClientGame::mStars[NumStars] [private]
 

Rect Zap::ClientGame::mWorldBounds [private]
 

SafePtr<GameConnection> Zap::ClientGame::mConnectionToServer [private]
 

bool Zap::ClientGame::mInCommanderMap [private]
 

U32 Zap::ClientGame::mCommanderZoomDelta [private]